will start Sacramento and Omaha with the same number of units? if yes then player in Sacramento has advantage.not only in the start, but also during game - he will has more units for bombarding opponent.

I understand you can not have east and west identical, but here must be any balance. what about starting points +2 auto and then anyway sort the rest stations?

will start Sacramento and Omaha with the same number of units? if yes then player in Sacramento has advantage.not only in the start, but also during game - he will has more units for bombarding opponent.

well, we can fix that by giving him the same number of starting autodeploy.

I understand you can not have east and west identical, but here must be any balance. what about starting points +2 auto and then anyway sort the rest stations?Oneyed

not sure i understand the last part.

Last edited by cairnswk on Sun Dec 30, 2012 2:39 am, edited 2 times in total.

here is something i just posted in xml modifications....but i think it night help this gameplay aloong some.it could be implemented with conditional borders now, but the maintenance level would not be possible. i.e. the neutral decay would kick in straight away....don't know if i want that.

Suggestion Idea: Happiness Builders

Description: "Main" territory called Cheyenne has one or two other happiness territories attached to it called Social Club and Saloon.These resource territories will decay to neutral unless they are maintained at a certain level, let's say 3.1. if you keep them at 3 or above, they will autodeploy.2. you can add to them with deployment to keep them from falling below 3 as long as you hold them (conditional border which we know have)3. you can fort off them if you hold Cheyenne, but only as much as it will allow you to continue receiving autodeploys from them.

Why It Should Be Considered: this is almost now possible in normal gameplay, but having the maintanence facility would add another dimension to gameplay.

Oneyed wrote:cairn, I am afraid that your Happiness Builders is not possible in current xml.Oneyed

Yes, i know, that's why i put it into the xml suggestions.But that doesn't mean we can't use something similar for this map, which will make the gameplay a little more interesting.I am working on new version now...with some of those possibilities of "happiness/resource" builders.

Jippd wrote:My thought regarding the happiness builder is that with all these special rules for territories you need to take into consideration the space required for text on the map to explain these rules.

Sure do. But cannot put those conditions for min hold on terrs in place in xml...so am going with something similar....shortly to post.

Additions and Changes.1. Autodeploy for each station has changed - +2 at start and then +1 along the way....this makes is even throughout.2. Addition made of 4 "happiness" resources -

* only needs to be conquered* cannot be conquered by opponent* will provide addtional +2 autodeploy once conquered* provided though at different stages throughout the map for each line* based on historical facts

This idea for happiness resources arose from watching movie The Cheyenne Social Club (James Stewart and Henry Fonda) yesterday afternoon.

I think you should put the Saboteurs & Poor Conditions text in a yellow box, as you did with the box for the Happiness Resources, which matches the map. I also don't think you need to say "Once conquered", shouldn't that be pretty standard auto-deploy gameplay. Maybe just "Happiness Resources: Provide +2 auto-depoly", or something like that should be fine I would think.

I think you should put the Saboteurs & Poor Conditions text in a yellow box, as you did with the box for the Happiness Resources, which matches the map. I also don't think you need to say "Once conquered", shouldn't that be pretty standard auto-deploy gameplay. Maybe just "Happiness Resources: Provide +2 auto-depoly", or something like that should be fine I would think.

the Happiness in this version have a less importance. what about to do them more important? I can see any (not complex) possibilities:1, could they be "added" to Saboteurs only (as have Nexcastle or Freemont) - their importance will be that they give +2 auto, so player can easier secure (or reconquer) Saboteurs after bombarding. maybe in this version Saboteurs would not give +1 autodeploy, so player will realy need happiness?2, make them a "must", so player could continue only if he holds station and its happiness.3, or combination - some could be added to Saboteurs and some to "normal" stations, but here they will be a "must". maybe a "must" would be only before any easier part of railroad (several n2 in row as you have already in)...

the font is blurry for me too.and the railroad is hard visible or it a little blend between frames of western and eastern part.

Oneyed wrote:the Happiness in this version have a less importance. what about to do them more important? I can see any (not complex) possibilities:1, could they be "added" to Saboteurs only (as have Nexcastle or Freemont) - their importance will be that they give +2 auto, so player can easier secure (or reconquer) Saboteurs after bombarding. maybe in this version Saboteurs would not give +1 autodeploy, so player will realy need happiness?

if we have this, i'd like to have 2 attached to the bombardment, and 2 attached to non-bombardment towns.

2, make them a "must", so player could continue only if he holds station and its happiness.

OK, i could go with that for the attached to bombardment towns.

3, or combination - some could be added to Saboteurs and some to "normal" stations, but here they will be a "must". maybe a "must" would be only before any easier part of railroad (several n2 in row as you have already in)...

half and half is good, but these have to fit in with scenes that i can find historically and therefore i don't know about your must.

the font is blurry for me too.

please specify where

and the railroad is hard visible or it a little blend between frames of western and eastern part.

Funkyterrance wrote:What's the difference between this PS5(no clue what that is) and the old version? From what I can tell the older version looked much smoother and I think I preferred it tbh.

The difference is this:PS (photoshop) is an industrry standard that lots of professionals use. It has various functions that are better than other packages and indeed many maps on CC are made with the software.The older image is done in Fireworks which is more of a internet creation package and doesn't have some of the fancy functions that PS has.This will be my first full map in PS.With PS, i now have some knowledge of 4 packages...PS, Fireworks, Illustrator and CordeldrawAdding to skill-set FT